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Question by orlin.georgiev · Jan 09, 2012 at 12:31 AM · multiplecamerasmain

Wrong choice of main camera among multiple cameras

Hello! I often run into the following issue. I have multiple cameras in in my scene. All except the one tagged MainCamera are Untagged. The problem is that for some of the untagged cameras the scene renders in-game not through the MainCamera but through them. I have to disable or delete them in order to render through the main camera.

Yet other untagged cameras work fine and don't cause issues. I have tried moving the cameras up and down the hierarchy, changing their names and assigning them different tags but the problem persists.

This is getting quite annoying because I need the auxiliary cameras for some calculations and don't want them disabled.

Any ideas?

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avatar image Lo0NuhtiK · Jan 09, 2012 at 12:36 AM 2
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Have you tried adjusting their depths so that they draw over/under eachother?

avatar image orlin.georgiev · Jan 09, 2012 at 09:13 AM 0
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The draw order of my objects is specifically set in their shaders through the Queue tag. The thing is, all objects are drawn properly, without z-fighting or any depth-related attributes, but through the wrong camera. The cameras do not render over one another and even if they do - why do they do it if only one of them is $$anonymous$$ainCamera?

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Answer by StylizeR · Jan 09, 2012 at 09:31 AM

As Lo0NuhtiK said, I think you just have to go to the camera settings, and set the depth of the problematic camera to a lower number than the main camera.

MainCamera is "just a name for the camera".. This doesn't mean it will be rendered on-screen no mather what.

You can also set the camera "Normalized View Port Rect" weigth & height to 0, so it won't show up on your screen.

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avatar image orlin.georgiev · Jan 09, 2012 at 09:53 PM 0
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It worked! It was the depth setting after all, I haven't noticed it before. Thank you very much, Lo0Nuhti$$anonymous$$ and StylizeR!

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Answer by lasdoo5 · Feb 11 at 08:44 PM

You can set the Priority in Camera settings

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